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Aishadowmatte
Aishadowmatte








aishadowmatte aishadowmatte aishadowmatte

I understand it's common to render the shadow in a different pass, but this provides a lighter to light a scene while observing everything in context. What's nice is it returns texture color in RGB but in alpha, it cuts a hole and provide correct shadows in the alpha channel. And when Background is set to scene_background, it's for camera rays to return whatever environment color of Maya or renderer's environment override. When Background is set to background_color, user can plug a texture network to the slot (texture projection allowed). In Arnold, it's done in shader level AFAIK: Alternatively, you can also use the Make a V-Ray shadow catcher through the V-Ray Object Properties () button on the V-Ray toolbar, which loads the same settings for you. Right click on it in the viewport and select V-Ray properties. Make the ground as a shadowCatcher by matte properties in the VrayMtlWrapper. Select the object, which will become a shadow catcher. Option 2: assign VrayMtlWrapper to ground and plug the VrayLightMtl in as the Base Material. Option 1: assign VrayLightMtl to the ground (direct illum disabled), make the ground a shadowCatcher through VrayObjectProperties. The reason I use VrayLithtMtl is trying to return original pixel value of assigned texture (as if using Maya's surface shader), so direct illumination has been disabled. I'll check with the devs if we can add an option to choose another texture to be returned for camera rays and this may solve to an extent this problem in future versions.Īs for the lightMtl - it can be a matte if its "direct illumination" is disabled, but if it's a matte, it won't be a lightMtl, i.e. It's kinda hard to explain.Mattes in V-Ray always return the background color. (Btw, I know it might be hard to understand what I'm trying to say. So I guess my question is, is it more realistic to have a ground plane with my footage projected onto it, and have it only visible in reflections? If so, would I have to create a second plane, or is there a way for my shadow matte to have a texture, but only visible in reflections? The one thing I noticed though, is that with a skydome light, I don't feel like I'm getting realistic lighting from the bottom, since it is a sperical light, and normally the object would be on a flat surface. My workflow will be to render out the alpha channel then composite it in after effects. Basically, I got my footage all tracked and ready, then I created a skydome light, and imported a 360 image onto it, then created a ground plane with an ai shadow matte material applied. Hello, so I am relatively new to Maya, and I wanted to experiment with a little vfx.










Aishadowmatte